From 2312efbf3ae09013bc86a2378bed43a743f2df3e Mon Sep 17 00:00:00 2001 From: Graham Linden Date: Fri, 4 Jan 2019 10:17:09 -0800 Subject: Add new shaders for generating shadows from clouds. Add new class3 shadow shaders for VSM shadows. Add disabled shadow pass in WLSky for using above. --- .../shaders/class3/deferred/cloudShadowF.glsl | 114 +++++++++++++++++++++ 1 file changed, 114 insertions(+) create mode 100644 indra/newview/app_settings/shaders/class3/deferred/cloudShadowF.glsl (limited to 'indra/newview/app_settings/shaders/class3/deferred/cloudShadowF.glsl') diff --git a/indra/newview/app_settings/shaders/class3/deferred/cloudShadowF.glsl b/indra/newview/app_settings/shaders/class3/deferred/cloudShadowF.glsl new file mode 100644 index 0000000000..65af2821be --- /dev/null +++ b/indra/newview/app_settings/shaders/class3/deferred/cloudShadowF.glsl @@ -0,0 +1,114 @@ +/** + * @file class3/deferred/cloudsF.glsl + * + * $LicenseInfo:firstyear=2005&license=viewerlgpl$ + * Second Life Viewer Source Code + * Copyright (C) 2005, Linden Research, Inc. + * + * This library is free software; you can redistribute it and/or + * modify it under the terms of the GNU Lesser General Public + * License as published by the Free Software Foundation; + * version 2.1 of the License only. + * + * This library is distributed in the hope that it will be useful, + * but WITHOUT ANY WARRANTY; without even the implied warranty of + * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU + * Lesser General Public License for more details. + * + * You should have received a copy of the GNU Lesser General Public + * License along with this library; if not, write to the Free Software + * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA + * + * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA + * $/LicenseInfo$ + */ + +#ifdef DEFINE_GL_FRAGCOLOR +out vec4 frag_color; +#else +#define frag_color gl_FragColor +#endif + +uniform sampler2D diffuseMap; + +VARYING vec4 pos; +VARYING float target_pos_x; +VARYING float vary_CloudDensity; +VARYING vec2 vary_texcoord0; +VARYING vec2 vary_texcoord1; +VARYING vec2 vary_texcoord2; +VARYING vec2 vary_texcoord3; + +uniform sampler2D cloud_noise_texture; +uniform sampler2D cloud_noise_texture_next; +uniform float blend_factor; +uniform vec4 cloud_pos_density1; +uniform vec4 cloud_pos_density2; +uniform vec4 sunlight_color; +uniform vec4 cloud_color; +uniform float cloud_shadow; +uniform float cloud_scale; +uniform float cloud_variance; +uniform vec3 ambient; +uniform vec3 camPosLocal; +uniform vec3 sun_dir; +uniform float sun_size; +uniform float far_z; + +vec4 cloudNoise(vec2 uv) +{ + vec4 a = texture2D(cloud_noise_texture, uv); + vec4 b = texture2D(cloud_noise_texture_next, uv); + vec4 cloud_noise_sample = mix(a, b, blend_factor); + return normalize(cloud_noise_sample); +} + +vec4 computeMoments(float depth, float alpha); + +void main() +{ + // Set variables + vec2 uv1 = vary_texcoord0.xy; + vec2 uv2 = vary_texcoord1.xy; + vec2 uv3 = vary_texcoord2.xy; + float cloudDensity = 2.0 * (cloud_shadow - 0.25); + + vec2 uv4 = vary_texcoord3.xy; + + vec2 disturbance = vec2(cloudNoise(uv1 / 8.0f).x, cloudNoise((uv3 + uv1) / 16.0f).x) * cloud_variance * (1.0f - cloud_scale * 0.25f); + vec2 disturbance2 = vec2(cloudNoise((uv1 + uv3) / 4.0f).x, cloudNoise((uv4 + uv2) / 8.0f).x) * cloud_variance * (1.0f - cloud_scale * 0.25f); + + // Offset texture coords + uv1 += cloud_pos_density1.xy + (disturbance * 0.02); //large texture, visible density + uv2 += cloud_pos_density1.xy; //large texture, self shadow + uv3 += cloud_pos_density2.xy; //small texture, visible density + uv4 += cloud_pos_density2.xy; //small texture, self shadow + + float density_variance = min(1.0, (disturbance.x* 2.0 + disturbance.y* 2.0 + disturbance2.x + disturbance2.y)); + + cloudDensity *= 1.0 - (density_variance * density_variance); + + // Compute alpha1, the main cloud opacity + float alpha1 = (cloudNoise(uv1).x - 0.5) + (cloudNoise(uv3).x - 0.5) * cloud_pos_density2.z; + alpha1 = min(max(alpha1 + cloudDensity, 0.) * 10 * cloud_pos_density1.z, 1.); + + // And smooth + alpha1 = 1. - alpha1 * alpha1; + alpha1 = 1. - alpha1 * alpha1; + + if (alpha1 < 0.001f) + { + discard; + } + + // Compute alpha2, for self shadowing effect + // (1 - alpha2) will later be used as percentage of incoming sunlight + float alpha2 = (cloudNoise(uv2).x - 0.5); + alpha2 = min(max(alpha2 + cloudDensity, 0.) * 2.5 * cloud_pos_density1.z, 1.); + + // And smooth + alpha2 = 1. - alpha2; + alpha2 = 1. - alpha2 * alpha2; + + frag_color = computeMoments(length(pos), alpha1); +} -- cgit v1.2.3 From 966dc7fc8fb1fade861e8070e9c5fbbfe4d0cb45 Mon Sep 17 00:00:00 2001 From: Graham Linden Date: Thu, 24 Jan 2019 14:54:11 -0800 Subject: SL-10276 SL-9851 Fix cloud shaders to ignore clouds when cloud_scale is 0. Fix creation of heavenly body geo to avoid degenerate vector math and not randomly flip orientation when crossing zenith. Add sun_up_factor to eliminate sun glow around moon when sun is down. --- .../shaders/class3/deferred/cloudShadowF.glsl | 91 ++++++++++++---------- 1 file changed, 49 insertions(+), 42 deletions(-) (limited to 'indra/newview/app_settings/shaders/class3/deferred/cloudShadowF.glsl') diff --git a/indra/newview/app_settings/shaders/class3/deferred/cloudShadowF.glsl b/indra/newview/app_settings/shaders/class3/deferred/cloudShadowF.glsl index 65af2821be..95d5b52b45 100644 --- a/indra/newview/app_settings/shaders/class3/deferred/cloudShadowF.glsl +++ b/indra/newview/app_settings/shaders/class3/deferred/cloudShadowF.glsl @@ -67,48 +67,55 @@ vec4 computeMoments(float depth, float alpha); void main() { - // Set variables - vec2 uv1 = vary_texcoord0.xy; - vec2 uv2 = vary_texcoord1.xy; - vec2 uv3 = vary_texcoord2.xy; - float cloudDensity = 2.0 * (cloud_shadow - 0.25); - - vec2 uv4 = vary_texcoord3.xy; - - vec2 disturbance = vec2(cloudNoise(uv1 / 8.0f).x, cloudNoise((uv3 + uv1) / 16.0f).x) * cloud_variance * (1.0f - cloud_scale * 0.25f); - vec2 disturbance2 = vec2(cloudNoise((uv1 + uv3) / 4.0f).x, cloudNoise((uv4 + uv2) / 8.0f).x) * cloud_variance * (1.0f - cloud_scale * 0.25f); - - // Offset texture coords - uv1 += cloud_pos_density1.xy + (disturbance * 0.02); //large texture, visible density - uv2 += cloud_pos_density1.xy; //large texture, self shadow - uv3 += cloud_pos_density2.xy; //small texture, visible density - uv4 += cloud_pos_density2.xy; //small texture, self shadow - - float density_variance = min(1.0, (disturbance.x* 2.0 + disturbance.y* 2.0 + disturbance2.x + disturbance2.y)); - - cloudDensity *= 1.0 - (density_variance * density_variance); - - // Compute alpha1, the main cloud opacity - float alpha1 = (cloudNoise(uv1).x - 0.5) + (cloudNoise(uv3).x - 0.5) * cloud_pos_density2.z; - alpha1 = min(max(alpha1 + cloudDensity, 0.) * 10 * cloud_pos_density1.z, 1.); - - // And smooth - alpha1 = 1. - alpha1 * alpha1; - alpha1 = 1. - alpha1 * alpha1; - - if (alpha1 < 0.001f) + if (cloud_scale >= 0.001) { - discard; + // Set variables + vec2 uv1 = vary_texcoord0.xy; + vec2 uv2 = vary_texcoord1.xy; + vec2 uv3 = vary_texcoord2.xy; + float cloudDensity = 2.0 * (cloud_shadow - 0.25); + + vec2 uv4 = vary_texcoord3.xy; + + vec2 disturbance = vec2(cloudNoise(uv1 / 8.0f).x, cloudNoise((uv3 + uv1) / 16.0f).x) * cloud_variance * (1.0f - cloud_scale * 0.25f); + vec2 disturbance2 = vec2(cloudNoise((uv1 + uv3) / 4.0f).x, cloudNoise((uv4 + uv2) / 8.0f).x) * cloud_variance * (1.0f - cloud_scale * 0.25f); + + // Offset texture coords + uv1 += cloud_pos_density1.xy + (disturbance * 0.02); //large texture, visible density + uv2 += cloud_pos_density1.xy; //large texture, self shadow + uv3 += cloud_pos_density2.xy; //small texture, visible density + uv4 += cloud_pos_density2.xy; //small texture, self shadow + + float density_variance = min(1.0, (disturbance.x* 2.0 + disturbance.y* 2.0 + disturbance2.x + disturbance2.y)); + + cloudDensity *= 1.0 - (density_variance * density_variance); + + // Compute alpha1, the main cloud opacity + float alpha1 = (cloudNoise(uv1).x - 0.5) + (cloudNoise(uv3).x - 0.5) * cloud_pos_density2.z; + alpha1 = min(max(alpha1 + cloudDensity, 0.) * 10 * cloud_pos_density1.z, 1.); + + // And smooth + alpha1 = 1. - alpha1 * alpha1; + alpha1 = 1. - alpha1 * alpha1; + + if (alpha1 < 0.001f) + { + discard; + } + + // Compute alpha2, for self shadowing effect + // (1 - alpha2) will later be used as percentage of incoming sunlight + float alpha2 = (cloudNoise(uv2).x - 0.5); + alpha2 = min(max(alpha2 + cloudDensity, 0.) * 2.5 * cloud_pos_density1.z, 1.); + + // And smooth + alpha2 = 1. - alpha2; + alpha2 = 1. - alpha2 * alpha2; + + frag_color = computeMoments(length(pos), alpha1); + } + else + { + frag_color = vec4(0); } - - // Compute alpha2, for self shadowing effect - // (1 - alpha2) will later be used as percentage of incoming sunlight - float alpha2 = (cloudNoise(uv2).x - 0.5); - alpha2 = min(max(alpha2 + cloudDensity, 0.) * 2.5 * cloud_pos_density1.z, 1.); - - // And smooth - alpha2 = 1. - alpha2; - alpha2 = 1. - alpha2 * alpha2; - - frag_color = computeMoments(length(pos), alpha1); } -- cgit v1.2.3 From 8890c3238ab4ae8bbf1bc123284f9c6d4db4f9d6 Mon Sep 17 00:00:00 2001 From: Graham Linden Date: Wed, 6 Feb 2019 16:42:23 -0800 Subject: SL-10478 Fix side-effects of having both sun and moon as potential directional light contributors. We pass an int to the shader indicating which to prefer instead of making per-pixel decisions and pass the moonlight color/di independently. Obsolete llsettingssky fade color which was unused elsewhere and cached for no reason. --- indra/newview/app_settings/shaders/class3/deferred/cloudShadowF.glsl | 1 - 1 file changed, 1 deletion(-) (limited to 'indra/newview/app_settings/shaders/class3/deferred/cloudShadowF.glsl') diff --git a/indra/newview/app_settings/shaders/class3/deferred/cloudShadowF.glsl b/indra/newview/app_settings/shaders/class3/deferred/cloudShadowF.glsl index 95d5b52b45..c0ba804a30 100644 --- a/indra/newview/app_settings/shaders/class3/deferred/cloudShadowF.glsl +++ b/indra/newview/app_settings/shaders/class3/deferred/cloudShadowF.glsl @@ -44,7 +44,6 @@ uniform sampler2D cloud_noise_texture_next; uniform float blend_factor; uniform vec4 cloud_pos_density1; uniform vec4 cloud_pos_density2; -uniform vec4 sunlight_color; uniform vec4 cloud_color; uniform float cloud_shadow; uniform float cloud_scale; -- cgit v1.2.3 From 16d3279995bcb4a4766b721d0897b3d2199971d5 Mon Sep 17 00:00:00 2001 From: Graham Linden Date: Mon, 3 Jun 2019 11:30:41 -0700 Subject: SL-10966 Fix light atten and transmittance calcs breaking ambient color contrib to fog. Needs to be tested on DRTSIM-415 or better to get legacy viewer settings that match EEP. --- indra/newview/app_settings/shaders/class3/deferred/cloudShadowF.glsl | 1 - 1 file changed, 1 deletion(-) (limited to 'indra/newview/app_settings/shaders/class3/deferred/cloudShadowF.glsl') diff --git a/indra/newview/app_settings/shaders/class3/deferred/cloudShadowF.glsl b/indra/newview/app_settings/shaders/class3/deferred/cloudShadowF.glsl index c0ba804a30..ae521afdad 100644 --- a/indra/newview/app_settings/shaders/class3/deferred/cloudShadowF.glsl +++ b/indra/newview/app_settings/shaders/class3/deferred/cloudShadowF.glsl @@ -48,7 +48,6 @@ uniform vec4 cloud_color; uniform float cloud_shadow; uniform float cloud_scale; uniform float cloud_variance; -uniform vec3 ambient; uniform vec3 camPosLocal; uniform vec3 sun_dir; uniform float sun_size; -- cgit v1.2.3 From aa4b24beee1d6451370983517d7ac3755429e26f Mon Sep 17 00:00:00 2001 From: Graham Linden Date: Mon, 22 Jul 2019 12:21:24 -0700 Subject: SL-11443 Make fullbright rigged objects with alpha mode none use fullbright shader instead of incorrectly using the material shader. Increase effect of variance in cloud shaders. --- indra/newview/app_settings/shaders/class3/deferred/cloudShadowF.glsl | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) (limited to 'indra/newview/app_settings/shaders/class3/deferred/cloudShadowF.glsl') diff --git a/indra/newview/app_settings/shaders/class3/deferred/cloudShadowF.glsl b/indra/newview/app_settings/shaders/class3/deferred/cloudShadowF.glsl index ae521afdad..32210f60dc 100644 --- a/indra/newview/app_settings/shaders/class3/deferred/cloudShadowF.glsl +++ b/indra/newview/app_settings/shaders/class3/deferred/cloudShadowF.glsl @@ -79,12 +79,12 @@ void main() vec2 disturbance2 = vec2(cloudNoise((uv1 + uv3) / 4.0f).x, cloudNoise((uv4 + uv2) / 8.0f).x) * cloud_variance * (1.0f - cloud_scale * 0.25f); // Offset texture coords - uv1 += cloud_pos_density1.xy + (disturbance * 0.02); //large texture, visible density + uv1 += cloud_pos_density1.xy + (disturbance * 0.2); //large texture, visible density uv2 += cloud_pos_density1.xy; //large texture, self shadow uv3 += cloud_pos_density2.xy; //small texture, visible density uv4 += cloud_pos_density2.xy; //small texture, self shadow - float density_variance = min(1.0, (disturbance.x* 2.0 + disturbance.y* 2.0 + disturbance2.x + disturbance2.y)); + float density_variance = min(1.0, (disturbance.x* 2.0 + disturbance.y* 2.0 + disturbance2.x + disturbance2.y) * 4.0); cloudDensity *= 1.0 - (density_variance * density_variance); -- cgit v1.2.3